Saffron Interactive to deliver key seminar on gamification and behavioural science at Learning Technologies exhibition

UPDATE: Slides and video of the seminar are now available, register to receive them here.

Saffron Interactive (stand E15), will be hosting a seminar on both days of the Learning Technologies exhibition on 1 – 2 February. Attendees will gain invaluable insights into the implications of gamification and behavioural science for learning and performance technologies, most notably through employee engagement.

Noorie Sazen, chief executive officer, and James Tyas, instructional designer and project lead at Saffron, will explore the potential of gamification in learning and development technologies from a behavioural science perspective in their seminar titled “Gamification and behavioural science – a winning combination: unlocking the mystery of achieving transformational change.”

The seminar will address using gamification and behavioural insights to maintain motivation and employee engagement, ensuring they keep pace with a rapidly changing business environment in which the learner’s needs are becoming central. It will look at how to use the intangible emotional forces that guide behaviour and our intrinsic competitive nature to create new patterns of behaviour and achieve agile transformational change in this shifting world.

“We see 2017 as the year of personalisation” says Noorie Sazen, CEO at Saffron. “The year that calls time on generic approaches to training and personal development.”

“In a world where standardisation is no longer the norm, we believe that learning technologies should be no exception. It’s absolutely critical that the end-user is given the opportunity to tailor the content that’s made available to them and engage with it to drive organisational performance. A well-designed learning platform, along with a radically different approach to content, can help reach that goal” she adds.

The seminar will focus on the following key points:

  • How to devise meaningful gamification
  • Implementing design that taps into our basic human needs for connection, approval, affirmation and autonomy
  • Making learning experiences “sticky” and using re-playability to hone skills
  • Incorporating delightful, unexpected variable rewards to drive engaged behaviour
  • Creating interventions that encourage learners to take ownership, letting them do less but take away more

The seminar will take place at the following times:

  • Wednesday 1 February: 14:00 – 14:30 in Theatre 3
  • Thursday 2 February: 14:45 – 15:15 in Theatre 3

Online registration for Learning Technologies

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